Blades of Ether
A downloadable game
As far as the eye can see, the world of Arlest is blanketed in a sea of clouds. Atop this sea, far above the long-dead civilizations buried beneath, float gigantic beings known as Titans. Titans and the societies they carry vary wildly, but they all hold one thing in common: Blades. Titans naturally produce cores, glowing gemstones that house slumbering etheric souls. When an organic being takes up one of these monochrome crystals, the ether within flows through them, creating an explosion of color and energy that only some can weather. Beings with potential can resonate with the latent Blade, anchoring its energy, waking it and revealing its true color and form. Those who forge Blades are known as Bearers, and a Bearer’s bond is for life.
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Blades of Ether is a tabletop roleplaying game for three to six players. Guided by the Architect, the GM who gives life and voice to the Cloud Sea, you'll set out on unforgettable adventures in a world unlike any other, changing Arlest forever with the wake you leave in the clouds.
Play as Blades, magical beings that awaken from crystalline cores, and Bearers, people with the power to awaken a Blade and wield a weapon made of their ideals. As partners bound by magical covenant, you'll traverse the wide world of Arlest's Cloud Sea, gaze upon the boughs of the World Tree, and become stronger and more powerful as you forge bonds and values with your chosen and destined companions.
As teams of Bearers and Blades in an adventuring party, you'll put your words, will, and weapons to the test with an original narrative-driven D6 dice system, and face off against Arlest's most dangerous foes in grid-based, teamwork-focused combat gameplay.
By nurturing and growing the bonds you share with your fellow party members, you'll gain the power to strengthen your attributes, manipulate the elemental magic of the world around you, customize your signature attack arts, and learn unique talents and field skills throughout your adventures. The game's core design principle of narrative-first, speed-oriented mechanics let you flesh out your characters, their bonds, and the world they adventure through with dynamic pace and exciting outcomes.
The 90-page rulebook this free game provides lays out a framework for building your unique Bearer or Blade and crafting and roleplaying the relationships they share with their partner and party members. It provides 10 chapters of content to give them unique attacks, skills, and talents that they can employ to give voice to the bonds and ideals they carry with them across the vast ocean of unforgettable living landmasses it fleshes out.
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Blades and Bearers are powerful entities, and can have a massive effect on the world around them. Everything lies in the wake of their journeys, their aspirations, their bonds, and their ideals. The question now, Bearer or Blade, is what kind of impact will you and your partner have?
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A plain-text version of Blades of Ether's rulebook designed with visual accessibility and screen-reader friendliness in mind can be found and downloaded at gears.link/blades/accessible!
Blades of Ether is written by Alexis Eva (@involutegirl), Kaylee Maya (@WitchsHex), and Ruby Soleil-Raine (@IronsparkSyris).
The key art and margin art are by Krysta Rondine (@KrystaYvisual)
The Blades of Ether logo is by Amber Slaughter (@KODA_VT).
With thanks to our test readers 404, Angel Sky McCool, Delphine, Earthan Huq, happy birthday!, Rose Peck, and sporkife.
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (13 total ratings) |
Authors | Witch's Hex, gears, Gemworks |
Genre | Adventure, Role Playing |
Tags | Character Customization, Fangame, Fantasy, Queer, relationship, Tabletop role-playing game |
Asset license | Creative Commons Attribution_NonCommercial_ShareAlike v4.0 International |
Average session | A few hours |
Download
Click download now to get access to the following files:
Development log
- Blades of Ether v1.03Jul 18, 2022
- Blades of Ether v1.02Jul 10, 2022
- Blades of Ether v1.01Jul 03, 2022
Comments
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Hello everyone, I'd really like to get a play by post game of this system going! Please contact me if you'd be interested by replying here!
i am. :3
So... the Arts... how do they come to be? is there a document for them or do you just make them up?
Also it's sad to not see an Aggro mechanism.
Are you still working on this?
Dark Elemental Affinity grants access to an aggro-drawing ability! Otherwise, aggro is meant to be handled more narratively, as with any other TTRPG - you might roll to goad someone, and describe how you do so, or roll to slip by someone's attention similarly.
It's been on the backburner for a while, but an expansion is still being worked on, and I'd very much like to release it eventually! Bugs and major balance issues will be fixed if they get brought up. Is there something you noticed or had in mind in particular?
Missed the question about Arts, oops. You get to make them up! If that's not a great proposition, you can start with ones from the game, see how you might reinterpret them in this system, and work from there! If you have any particular questions about interpreting a kind of ability or how a mechanic interacts, I'm happy to help, too!
Thank you for your response!
I'm glad to hear that this is still being worked on.
Aside an error in the text I haven't found a single flaw that breaks the concept, I'm just missing an aggro feature. While it is always possible to just narratively handle aggro, I think aggro + combo features (break -> topple -> launch -> knockdown in the video game) would make health/damage tracking kind of obsolete or at least secondary. It would really give the players the power to control combat and feel badass by just describing the action, while the old standard is too much math and min-maxing at least for my players. I think you also have that in mind with this concept, right? For my game I will also simplify the range and movement system, while in your concept it is a lot simpler than say dnd 5e, I was thinking about shortening it further by just having them use movement to maneuver around the enemy. This probably only works in my head, because I plan having my players take only one or very few enemies on at a time.
I have already thought of a simplified concept of this ttrpg that I will try with a few friends. The whole math thing isn't the only reason. Some aren't familiar with XC2, which is why I want to only slightly introduce features... you could say I made it more XC1 like.
Regarding the Arts, I'm personally fine with that, since I would include aggro as a more centric feature in my game. I just don't know if that will work for a broader audience. It actually took me a while before understanding that potency increases the dice pool by +x (starting with 1). It confused me when it said it increases power and precision and then just says +1. I wasn't sure if it means that you always add a success to a roll with that art or you add one if at least one was a success... eventually I scrolled far enough to the example to figure out it means that it extends the dice pool. I kind of blame my reading comprehension here...
I definitely agree with your disinterest in HP. It's something I've been exploring doing away with for a while — my other project, Fate/Last Chance, has no HP at all, replacing it with an abstracted "battle tension" system to increase the same action-feel I think you're searching for. We made the choice to embrace HP and the grid in Blades of Ether on purpose, though; our goal is for the grid tactics feel to encourage partner and party cooperation in the moment to moment of battle.
I'd be very interested to hear what changes you implement and how they work out! If you hit on something really fun, it very well could become a rulebook adjustment.
This is amazing! I was working on my own Xenoblade 2 inspired tabletop RPG and came across this. Xenoblade Chronicles 2 is my favourite game and I am so glad to see other people love it as much as me. I’m still going to continue making my own version as well, but i’ll take inspiration from this for sure!
Xenoblade Chronicles 2 is my favorite RPG of all time! I'm so happy you made such a quality game. Thank you!
This is incredibly well made.
So how come there's not a single mention of Xenoblade in the book or in this page? Did you find it redundant? (It's obvious for the people who've played it and meaningless for the people who haven't?)
I you don't want references to Xenoblade on this page for any reason I'll delete this comment, just tell me.
I'm not the person who made this obviously, but I've talked to a lawyer about making derivative fan games before. Their advice was that , unless you have permission, even mentioning the original work at all would infringe on the copyright - which surprised me, my natural instinct was that it should be mentioned as an inspiration, similar to listing sources in an essay.
Obviously I have no idea if that's even 100% true and even less of a clue if that's what happened here, but I'm sure they weren't trying to be deceptive or anything.
have you guys got a discord or something to find other players for this i would love to try and find a game.
Agreed I think a discord would be a good idea, I think it would be a good way to talk to other players, other dms, and potentially even the devs if they were interested.
Oh wow! Looks like a lot of work went into making this! Will have to download it and start going through the rules.
Looks awesome!